# Naval units

پرش به ناوبری پرش به جستجو
This page deals with the the individual naval unit types. For information on the recruitment and maintenance of navies see navy. For naval combat mechanics see naval warfare.

There are four basic classes of naval units available (heavy ships, light ships, galleys, transports) with each class specialising in a particular role. Additionally, the Golden Century DLC provides a fifth class: the flagship.

## Properties

Each ship class has several distinct properties which affect combat performance:

• Hullsize: Represents the durability of the ship.
• Sailors: The number of sailors required to crew the ship.
• Cannons: Determines the damage done in combat.
• Speed: Refers to the tactical movement speed of the unit in battle, which is supposed to affect the naval positioning rating of the fleet during battles, and thus determine if a ship will or will not attack during a round of naval combat. This is distinct from the strategic movement speed of the unit between different sea zones.
• Engagement width: Determines how many spaces a ship occupies in the engagement width of a naval battle.

Additionally, light ships have a unique property:

## Movement speed

The speed values listed for naval units in-game refer to their tactical movement speed in battle. The strategic movement speed determines how fast a ship can travel between sea zones on the map.

Ship type Tactical Speed Strategic Speed
Heavy ships 5 6
Light ships 10 10
Galleys 8 4
Transports 5 6

The travel time between two sea zones is determined by:

 $$\text{travel time} = \frac{\text{distance}}{\text{strategic speed} \cdot \left( 100\% + 5\% \cdot \text{leader maneuver rating} \right)}$$

with the final value rounded up to the nearest integer. The distance between two sea zones can be found by selecting a naval unit and reading the tooltip that appears when the mouse is hovered over another sea zone or port. Fleets will always travel at the strategic speed of their slowest ship. Note that the formula above may slightly vary between certain sea zones.

## Durability

The durability of a ship determines how much damage a ship takes from incoming fire. For example, a 10% durability modifier would mean that a ship would lose 9 sailors instead of 10 sailors during battle (does not affect damage from attrition). A ship's base durability depends on its hullsize. These modifiers increase the durability of any type of ship:

+10%
• Japanese idea 4: Maritime Legacy
• Fully Naval
+5%
• Quality idea 4: Corvettes
• Al-Haasa idea 6: A Modern Navy
• Galician idea 4: Galician Shipyards
• Khmer idea 7: A Modern Khmer Navy
• Korean idea 4: Geobukseon
• Madyas idea 7: Expand the Shipbuilding Sector
• Mori idea 6: Itsukushima
• Chosokabe ambition
• Humanist-Naval: The Naval Inspection Act
• Maritime-Offensive: Hold the Weather Gauge
• Offensive-Exploration: Letters of Marque

## Heavy ships

With the exception of closed waters like the Mediterranean the man 'o war or the ship of the line is the prime combat vessel.

Ship-for-ship, heavy ships are by far the most powerful in combat. However, they are also the most expensive, especially in terms of maintenance. This makes them the combat ship of choice for rich nations that dream of naval supremacy. They also take up 3 spaces in the engagement width instead of the regular 1.

### Combat ability

These modifiers increase the power and effectiveness of heavy ships.

Conditions
+10% as Dutch republic
+20%
• Naval idea 6: Oak Forests for Ships
+15%
+10%
• Butuan idea 6: Protect the Coastlines
• Date idea 5: Red Seal Ships
• English idea 1: A Royal Navy
• Spanish idea 4: A Spanish Armada
• Innovative-Maritime: New Naval Tactics

### Types

Name Description
3 Early Carrack 20 40 5 The early carrack was the first European vessel which could sail on the high seas of the Atlantic Ocean. The design of this late medieval ship combined the features of Germanic longships and Arabic merchantmen. It was less maneuverable than the caravel, but because of its larger size, it could carry provisions for long voyages, cargo for trade, and guns for self-defense.
9 Carrack 25 50 5 The design of the carrack, a late medieval ship, combined the features of Germanic longships and Arabic merchantmen. It was less maneuverable than the caravel, but because of its larger size, it could carry provisions for long voyages, cargo for trade, and guns for self-defense. Some carracks such as the English vessel Henri Grâce à Dieu weighed more than 1,000 tons, had large fore and aft castles, and could be considered as the greatest warships of their time.
15 Galleon 30 60 5 A large, usually three-masted sailing ship originally designed as a warship but later on used primarily for trade and commerce.
19 Wargalleon 40 80 5 The war galleon was a large galleon outfitted for war. It was larger and more heavily armed than the regular galleons, and served as protecting escorts to galleon fleets. The Spanish treasure fleets were made out of galleons and war galleons.
22 Twodecker 50 100 5 A two-decked battleship normally equipped with 60 to 90 guns.
25 Threedecker 60 120 5 A large battleship equipped with three gun decks, usually holding more than 100 cannons.

## Light ships

Small, fast and maneuverable, the light ship excels in the role of commerce defense. Wherever your light ships go, merchants who fly your flag will feel safe.

Light ships can increase a country's trade power in a certain trade node and thereby the trade profits by protecting trade, and are also ideal for exploration due to their speed (as long as they are not slowed down by other ship types in the same fleet). This makes them a prime choice in times of peace. However, they perform poorly at war: they cannot stand up to Heavy Ships or Galleys in combat.

### Combat ability

These modifiers increase the power and effectiveness of light ships.

+15%
• Moluccan idea 6: Alliance with the Papuans
• Arakanese ambition
• Danish ambition
• Holstein ambition
• Maritime-Plutocratic: The Protected Shipping Lanes Act
+10%
• Somali idea 6: Corsairs of the Red Sea
• Sumatran idea 3: Spice Pirates

### Types

Name Description
2 Barque 2 8 10 10 The Barque was a small sailing ship, originally used for trade. Adapting these for warfare provided a smaller and faster alternative to the larger carracks.
9 Caravel 2.5 10 13 10 The caravel was a small, very maneuverable ship which could sail with a high precision on long discovery journeys. Although designs varied, a caravel had a foresail, a square mainsail and lateen mizzen. Its smaller size limited the number of guns on board, but it also meant that this light ship could explore shallow coastal waters and estuaries. Vasco Da Gama, Cabot, Columbus and Magellan used caravels during their late 15th century and early 16th century voyages.
15 Early Frigate 3 12 15 10 With the increasing overseas trade, there was a need for a fast escort vessel to provide safe journey. The early frigates were developed for this. They were smaller, leaner ships of war with one gun deck, and provided protection from piracy in dangerous waters.
19 Frigate 3.5 16 20 10 As time passed, the frigate evolved. It became larger and heavily armed, sometimes with two gun decks. The frigate's combination of speed and firepower meant that it could outrun any ship with more guns and outgun any faster ships. The fleet built by the Commonwealth of England in the 1650s consisted almost exclusively of frigates.
23 Heavy Frigate 4 20 25 10 Two decked vessels normally carrying about 40 guns.
26 Great frigate 5 24 30 10 A larger type of frigate, carrying additional guns.

## Galleys

The shallow draft of the Galley gives it poor sea keeping on the high seas, but in enclosed waters the oar powered Galley is the prime warship.

These cheap ships are ideal for fighting in inland seas (e.g. Mediterranean, Baltic, Sea of Japan, Chinese coast), where they have a +100% combat ability bonus, even allowing them (in large groups) to go toe-to-toe with Heavy Ships at a significantly lower price. However, they are far quicker to sink due to the smaller hull size and lack of defensive bonuses, will take up much more naval force limit, and move across the map only slowly. In deep waters, they will only slightly outperform light ships.

### Combat ability

These modifiers increase the power and effectiveness of galleys.

Conditions
+20% with Norse as secondary religion
+25%
• Naval idea 2: Improved Rams
• Venetian ambition
+20%
• Berber idea 7: The Brothers Barbarossa
• Cypriot idea 6: Repel the Corsairs
• Italian (cU) idea 3: Mare Nostrum
• Kitabatake idea 4: Kuki Suigin
• Knights Hospitaller idea 4: Reconquista of the Sea
• Moroccan idea 4: Defend the Coastline
+15%
• Kono idea 5: Rule Over the Inland Sea
• Maritime-Quantity: Streamlined Galley Production
+10%
• Naxian idea 1: Maritime State
• So idea 2: Wakou Tradition

### Types

Name Description
2 Galley 8 12 8 With roots back to the ancient ships of the antiquity, the galley remained the prime choice for Mediterranean naval warfare until the 16th century. The galley was primarily propelled by oars, usually about 25 pairs manned by up to three men each. This meant that they were less dependent on wind gauge compared to sailing ships, and their maneuverability made them a feared adversary. Eventually, the galley went out of regular use with the introduction of more advanced oceangoing men-of-war, but remained useful in shallow waters until the 18th century.
10 War galley 10 15 8 The war galley carries the same number of guns as a normal galley but has a larger hull.
14 Galleass 12 18 8 The galleass was an adaptation of the large merchant galley to counter the increasing use of man-of-war. Larger than the galley, the galleass had about 32 oar pairs, each oar manned by up to five man. As an answer to the men-of-war's armament and higher sides, the galleass had forecastles and aftcastles and gundecks above the rowers. This extra weight meant that they also had to rely more on sails, and were slower and less maneuverable compared to galleys. Like the galley, the galleass went out of regular use with the introduction of more advanced oceangoing men-of-war, but remained useful in shallow waters until the 18th century.
18 Galiot 16 24 8 The galiot used both sails and oars to navigate, and carried up to fifteen guns.
21 Chebeck 20 30 8 A small, two or three masted vessel widely used in the Mediterranean from the 16th century onwards.
24 Archipelago Frigate 24 36 8 A two masted, cannon bearing vessel for shallow waters, which was brought into use during the mid 18th century.

## Transports

Everyone knows that soldiers simply cannot magically turn into boats, the transport ship is a vessel specially built to move armies from A to B on the High Seas.

Each transport can carry only one regiment (of any type), regardless of the regiment being at full strength or not. Though reasonably durable compared to light ships and galleys, they lack the firepower of combat ships, and should generally seek to avoid combat situations. An exception to this is a late-game western transport fleet fighting against much less advanced foes, where technology differences give transport ships a more evenly-matched fight against even the enemy's heavy ships.

### Combat ability

The combat ability of transports is not modified by the base game.

### Types

Name Description
2 Cog 12 4 5 A one masted trading vessel originating from northern Europe.
10 Flute 15 5 5 A cargo ship developed in the Netherlands in the 16th century, it was built to maximize cargo-space and crew-efficiency. And it became one of the most commonly used ships in the 16th and 17th century. The standard design wasn't armed but when needed it could be armed with cannons and serve as auxiliary vessels.
13 Brig 18 6 5 A fast and highly maneuverable ship, favored by both merchants and for military use.
17 Merchantman 24 8 5 A large cargo vessel used for transportation of merchandise.
22 Trabakul 30 10 5 A slow, but reliable cargo ship, built wide, compact and with good storage.
26 East Indiaman 36 12 5 Merchant ship belonging to the East India Company.

## Flagship

Flagships are unique ships that give special bonuses to all ships in fleet with them. A nation may only have one flagship of their own (not counting captured flagship which lose their bonuses but keep their name and icon). A flagship can be any combat ship type (non-transport). When building the flagship, the nation chooses up to three special abilities for the flagship. Each special ability increases the maintenance cost of the ship. Nations must have 1500 sailors worth of active ships before their navy is large enough to be allowed to build a flagship.

All flagships have the following modifiers:

 Flagship Cannons: +50% Flagship Morale: +50% Flagship Durability: +100%

### Special Abilities

Some special abilities are only available to the indicated country.

Name Effect Maintenance Available for
Mass Load Cannons 50% more cannons on flagship 0.5 Not ,
Trade Route Map +1 Trade Power for all ships in fleet (not only lightships) 0.25 Not ,
Command Aftercastle +5% Morale to Ships in Fleet 0.5 Not ,
Improved Crow's Nest +3 Engagement Width 0.5
Mortars +1 Blockade Impact on Siege 1
Standardized Signal Book +1 Movement Speed for every ship in Fleet 0.5
Hull Sheathing +50% flagship durability 0.5
Portuguese Navigators +100 Exploration Mission Range 0.5 ,
Portuguese Bombardier -40% Naval Barrage Cost 0.5 ,
Portuguese Trade Route Map +2 Trade power for every ship in the fleet 0.25 ,
Spanish Grand Armada -30% Attrition for fleet 0.5 ,
Spanish Treasury Convoy +100% Hunt Pirates Efficiency (Cannons count twice for hunting pirates) 0.5 ,
Spanish Mass Load Cannons 100% more cannons on flagship 0.5 ,
Dutch Courage 10% Morale bonus in fleet 0.5 ,
Portuguese Fusiliers -66% Movement Speed On and Off Ships, +2 Combat Penalty when landing 0.5 ,
Integrated Marines -33% Movement Speed On and Off Ships 0.5 Not ,
Scandinavian Flag Officers +3% Monthly Chance of Admiral Skill Gain on Mission 0.5 , ,
Flag Officers +1% Monthly Chance of Admiral Skill Gain on Mission 0.5 Not , ,
Spare Jolly Roger +25% privateering efficiency in fleet 0.5
Captain's Log +100% Fleet Prestige from Battles, +100% Fleet Naval Tradition from Battles 0.5
 Land warfare Army • Land units • Discipline • Manpower
 Other concepts Casus belli • War exhaustion • Military tradition • Leaders • Alliance